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CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Some more Mega Man stuff

Additional Mega Buster Weapon Chips

Black Hole Bomb

The weapon discharges a black orb that upon impact acts as a black hole, creating a huge gravitational force sucking in anything nearby, pulling everything within a 50 foot radius that weighs less than 500 lbs to the point of impact. Objects capable of grabbing can attempt a Reflex save DC 19 to attempt to grab something that is not fixed in place, then must make a Strength check DC 25 to stay holding on each round, suffering damage of the Buster as bludgeoning damage. Targets pulled to the point of impact are considered immobile. The effects lasts for 1d4+1 rounds. Uses 20 charges, PDC 30

Forte Vulcan
The Buster fires a homing missile that will follow a target. The missile deals Buster damage as fire damage, gains a +1 to attack roll, and if the attack missed, the missile will fly around to attack the target for enough 2 rounds making its own attack rolls at +5 each round. If it doesn't strike a target after 2 rounds, the missile self detonates. Has a range of 150 ft. Uses 10 charges, PDC 20.

Grab Buster
This modification drains energy from opponents' weapons and uses it to power nanites that heals the wielder. On a successful ranged attack roll, if the target has an energy weapon, must make a Reflex save DC 16 or the weapon's power pack/capacitors/charges are reduced by half 'damage' rolled (no damage actually dealt), and the wielder is healed by that much. Uses 15 charges, PDC 22.

Ice Wall
This modification allows the Buster to create a wall made of ice, measuring 10 feet tall, 30 feet wide 1 foot thick, which can be oriented any way, up to 50 feet away, even form it in the air. The wall has 20 hit points per 10x10 ft area, hardness 5. If the wall is created above a target, as it falls deals 1d6 bludgeoning damage per 10 ft above the target as it drops. The wall will begin to melt at a rate of 1 foot per hour in temperatures of 50 to 70 F (10 to 20 C), half the time for every 20 degrees above that, or indefinitely unless damaged, in freezing temperatures. Uses 20 charges per wall created. PDC 19.

Lightning Bolt
This chip allows the Buster to fire a yellow crackling ball of electricity to a selected spot, or target, and releases bolts of electricity affecting a 15 foot radius sphere area, dealing Buster damage as electricity, Reflex save DC 15 for half damage. Uses 20 charges, PDC 20.

Needle Cannon
This chip allows the Buster to create several needle-like projectiles which can allow for rapid-fire attacks. Each use of 5 charges creates 10 projectiles, which last for 1 minute before breaking down. The Needle Cannon can make single attacks or automatic fire attacks, and if there is not enough projectiles for an automatic attack, it will automatically use more charges to create more. If the Buster is changed to a different type of weapon, any remaining projectiles are wasted. Uses 5 charges for 10 projectiles, PDC 14.

Sonic Wave
This special weapon fires bolts of sonic energy, dealing base damage as sonic damage. Uses 2 charges per shot, PDC 14.

Thunder Claw
This special weapon fires a beam of energy that can also be used like a whip. In standard mode fires a 50 foot long, 5 foot wide line of electrical energy, dealing Buster base damage as electricity, Reflex save DC 16 for half damage, using 3 charges. Alternate mode deals half Buster base damage as electricity, with a 50 foot reach functions as a whip, and able to make ranged grapple attacks, or latch onto objects and allow the wielder to swing, uses 6 charges per 5 rounds of use in this mode. PDC 19.

Mega Man Armour
This set of armour is based on the robot Mega Man, made up of a skin tight blue body suit, with an open face helmet with retractable visor, armoured gauntlets and boots and belt protecting the groin area. The armoured areas are a darker blue. The body suit is made of a ballistic cloth reinforced with nano-composite titanium, the boots and groin hold power systems to power the suits limited systems which include radio and HUD when visor is lowered, basic temperature control and a limited air supply. The gauntlets are designed to allow easy connection to a Mega Buster weapon system and links its status with the suit's HUD, displaying what special weapon is operational, ammunition supply and other features. It also allows for voice commands to activate/deactivate the special weapon features.

Mega Man Armour mk1
The basic suit and one of the most common models.

Mega Man Armour mk1 (PL6+)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +6
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 15 lbs
Purchase DC: 29
Restriction: Mil (+3)
Notes: HUD, military satellite radio, 3 hour air supply, link to Mega Buster, darkvision 60 ft.


Mega Man Armour mk2
An upgraded version of the armour that uses artificial muscles to increase the wearer's strength and speed. It has larger batteries to power the additional systems allowing it to function at full power for 24 hours before requiring recharging. This is also the first suit to be able to accept additional parts, swapping out helmets, gauntlets, adding armoured body pieces, with add additional functions and/or protection, other than adding/replacing helmet, gauntlets, boots and body armour, can accept 2 additional miscellaneous parts.

Mega Man Armour mk2 (PL6+)
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Str Bonus: +2
Nonprof Str Bonus: +0
Max Dex: +5
Armour Penalty: -2
Speed (30 ft): 30 ft
Weight: 20 lbs
Purchase DC: 30
Restriction: Mil (+3)
Notes: HUD, military satellite radio, 3 hour air supply, link to Mega Buster, darkvision 60 ft, parts compatible.


Mega Max Armour mk3 (PL6+)
This version of the armour trades light weight and flexibility for increased protection, with thicker material for the body suit and is the first to feature light armour around the torso for improved protection. Has all the same features as the mk2, other than adding/replacing helmet, gauntlets, boots and body armour, can accept 3 additional miscellaneous parts.

Mega Man Armour mk3 (PL6+)
Type: medium
Equipment Bonus: +5
Nonprof. Bonus: +1
Str Bonus: +3
Nonprof Str Bonus: +0
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 25 lbs
Purchase DC: 31
Restriction: Mil (+3)
Notes: HUD, military satellite radio, 4 hour air supply, link to Mega Buster, darkvision 60 ft, parts compatible.


X Series
This series of parts are blue and white with gold trim.
X Boots - These boots have small thrusters that can give the wearer a short burst of speed. When making a charge/bullrush attack, doubles the wearer's speed and adds +10 to melee damage. Usable 5 times before recharges, taking 1 hour to recharge 1 use. PDC 19
X Body - Has additional armour plating, shoulder guards, grants +1 to Defense, adds increased capacitors that reduces connected Mega Buster recharge rates by 1 round. PDC 19
X Arm - Reinforces the gauntlets, increasing unarmed damage by 1 die, making it lethal damage if not already. PDC 13
X Arm 2 - Adds a blaster that is based on the Mega Buster but does not have the Weapon Copy or Variable Charge systems (same damage, range, ammo, etc). PDC 19.
X Head - A stylized helmet, functions similar to regular helmet, but has an additional 30 minutes of air, can be used on its own and has 30 minutes of air. PDC 14.

X2 Series
This series of parts are white, blue with red with gold trim, with a spiked or angled edge design.
X2 Boots - The boots have small thrusters that can give the wearer a short burst of speed, and enhance jumps. When making a charge/bullrush attack, doubles the wearer speed and adds +10 to melee damage. Adds +2 to Jump checks and increases jump distance by 50%. Can perform a charge as part of a jump, DC 22, adding an additional +1 to attack rolls, -1 to Defense, and target struck must make a Reflex save DC 14 or be knocked prone. PDC 20
X2 Body - Adds additional armour plating and a layer that absorbs kinetic damage, converting it into energy. Grants +1 to Defense, increases armour check penalty by -2. For every 5 points of damage from slashing, piercing, bludgeoning, falling, crushing or ballistic, add 1 charge to a maximum of 6 charges. As a move equivalent action, the wearer can release this stored energy in a burst of concussive energy, striking all within 10 ft radius, dealing 1d6 concussive damage per charge used, Reflex save DC 15 for half damage. PDC 20. If all pieces are wear, Defense bonus increases by an additional +1.
X2 Helmet - Increases darkvision to 75 ft, adds x-ray vision to allow seeing through up to an 1 of most materials, half inch of most metals, lead blocks. Grants +2 to Spot and Search secret compartments, doors, etc. PDC 16.

Max Series
This series of parts are designed to be more streamlined.
Max Boots - These boots are fitted with additional artificial muscles to enhance the wearer's speed. Grants +10 ft to land speed. PDC 21
Max Body - This torso armour plating has a built in shield to it for additional protection. Grants +1 to Defense, shield grants DR 10 runs for 5 rounds before requiring a 5 round cool down.
Max Arm - These gauntlets have additional capacitors and relays that link to any attached Mega Busters that increase damage by 1 die type. PDC 23.
Max Arm 2 - Gauntlet is equipped with a beam sword, 2d8, 19-20x2, fire damage. PDC 20.
Max Head - Has built in GPS, inertia mapping system, and motion detector with a 75 foot radius.

Force Series
This series is heavier armoured with additional power systems.
Force Boots - These boots have thrusters that grant the wearer limited flight and hover capabilities. Can fly at a speed of 50 ft, maximum height of 100 ft for 10 rounds before requiring a 20 round cool down. Can hover a few inches above the ground, allowing silent movement, maximum speed 30 ft for up to 15 rounds. PDC 21.
Force Body - Grants +2 to Defense (if armour is light changes to medium), has energy resistance 10 against all energy types except acid and cold. PDC 22. If all the parts of this series are used, the bonus to Defense is increased by +3 instead of +2.
Force Arm - If equipped Mega Buster has Variable charge, when charging an attack, the weapon charges in half the time, but suffers -2 to attack rolls. PDC 23.
Force Arm 2 - One gauntlet is fitted with a plasma pistol with variable charge gadget, can't be used if Mega Buster fitted to same arm. PDC 23.
Force Head - Has programming to make linked Mega Busters more energy efficient. Linked Mega Busters have special weapon charges reduced by 1 to a minimum of 1 charge per use. PDC 23.

Power-Up Parts
These parts at fitted to the armour and add bonuses or other abilities to the armour.
Hyper Jump - Adds programming to the artificial muscles in the legs to grant +2 to Jump checks and increases jump distances by +5 feet. PDC 21
Energy Saver - Improves the efficiency of Mega Buster Special weapons, reducing the charges used by 1 to a minimum of 1. Can be combined with the bonus from the Force Head helmet. PDC 23.
Hyper Shot - The normal mode of attached Mega Busters is improved, allowing it to fire in automatic fire mode. PDC 12.
Speed Up - Adds programming to the artificial muscles in the legs to increase land speed by +5 ft. PDC 15
Barrier Extender - Any non physical shields produced by the armour or parts have their effects increased by 25%. PDC 20
D-Barrier - This is a force field, grants 50 bonus hit points which are depleted first. Lasts for 10 rounds or until depleted. On a critical hit damage bypasses the shield. Once depleted, requires 2 minutes to recharge. PDC 24.
Life-Recover - This device has nanites designed to heal the wearer. Has 10 charges, which recharges at a rate of 1 per hour. Each charge used heals the wearer 1d4 hit points. PDC 22
 

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kronos182

Adventurer
GTFr Chronos
The Chronos is a civilian designed transport, with heavy armour but slow speed, designed to carry cargo pods that can fit in the 180 foot space between the command and crew section at the front and the engineering and thruster section at the back, joined together along the bottom. It is armed with a single weapon turret mounted on the top of the rear engineering section. The forward section is angular, meant to help deflect weapons fire.

GTFr Chronos (PL6)
Type: Light
Subtype: Hauler
Size: Colossal (-8)
Tactical Speed: 2,500 ft
Defense: 7 (-8 size, +3 Pilot, +2 Dex)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 25
Hit Dice: 40d20 (800 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 538 ft
Weight: 2,100 tons
Targeting System Bonus: +3
Crew: 9
Passenger Capacity: 3
Cargo Capacity: 10 tons internally + cargo containers
Grapple Modifier: +16
Base PDC: 49
Restriction: Lic (+1)

Attack:
2 fire-linked rail cannon -3 ranged (9d12)

Attack of Opportunity:
None

Standard PL(6) Design Spec: cargo containers (any that fit 180 ft)
Engines: Fusion torch, thrusters
Armour: Alloy plating (reinforced)
Defense Systems: autopilot, damage control system (2d10)
Sensors: Class II sensor array, targeting system
Communications: laser transceiver, radio transceiver
Weapons: 2 fire-linked rail cannon (3000 ft) turret
Grappling Systems: None

GTFr Poseidon
The Poseidon is a fast transport designed to get important cargo about quickly as possible. The hull has an angular cylinder design, with two large engine pods mounted on either side at the rear, with two adjustable clamp arms that angle down from the joints between the hull and the engines. The Poseidon can accommodate a single cargo pod, up to 400 tons of cargo before losing speed.

GTFr Poseidon (PL6)

Type: Ultralight
Subtype: fast freighter
Size: Colossal (-8)
Tactical Speed: 4,000 ft
Defense: 7 (-8 size +3 Pilot +2 Dex)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 15
Hit Dice: 15d20 (300 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 220 ft
Weight: 350 tons
Targeting System Bonus: +3
Crew: 5
Passenger Capacity: 0
Cargo Capacity: 5 tons internally, 400 tons in single cargo pod
Grapple Modifier: +16
Base PDC: 53
Restriction: Mil (+3)

Attack:
2 fire-linked rail cannons -3 ranged (9d12) and
2 fire-linked rail cannons -8 ranged (9d12)

Attack of Opportunity:
None

Standard PL(6) Design Spec: cargo pod
Engines: helium 3 plasma, thrusters
Armour: polymeric (lightened)
Defense Systems: autopilot system, damage control system (1d10), radiation shielding
Sensors: Class III sensory, targeting system
Communications: laser transceiver, radio transceiver
Weapons: 2 fire-linked rail cannon turret x2 (3000 ft)
Grappling Systems: None

Note: If carrying a cargo pod that carries more weight than 400 tons, reduce speed by -500 ft per 100 tons of cargo over 400 tons until ship reaches a speed of 2,500 ft (maximum of 700 tons).

GTS Centaur
The GTS Centaur is a small support craft, designed to move in and out of battles to reload fighters and bombs with ammunition and missiles. It has an angular cockpit/forward section for the pilot and copilot, with a bulky vertical middle section with a docking port on top, with overpowered engines mounted at the rear. The Centaur will dock with another craft, the copilot will operate the automated reloading system, resupplying the ship it is attached to with ammunition and missiles.
Unfortunately, sometimes when these crafts are destroyed, especially with a full cargo load, they explode quite spectacularly.

GTS Centaur (PL6)
Type: Ultralight
Subtype: Resupply
Size: Colossal (-8)
Tactical Speed: 3,500 ft, +1500 ft afterburner
Defense: 7 (-8 size +3 Pilot +2 Dex)
Flat-Footed Defense: 5
Autopilot Defense: 5
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus:
Length: 85 ft
Weight: 45 tons
Targeting System Bonus: 0
Crew: 2
Passenger Capacity: 0
Cargo Capacity: * (up to 50 missiles and enough ammunition for a single full reload)
Grapple Modifier: +16
Base PDC: 49
Restriction: Mil (+3)

Attack:

Attack of Opportunity:

Standard PL(6) Design Spec: docking clamp, auto-loader
Engines: helium 3 plasma, plasma, plasma injectors
Armour: polymeric
Defense Systems: auto-pilot, chaff launcher (10 bundles)
Sensors: Class II sensor array
Communications: laser transceiver, radio transceiver
Weapons: None
Grappling Systems: Grapplers

Auto-Loader
Once the Centaur has docked with an other ship, it can transfer its cargo in 5 rounds (20% per round).

Explosive Destruction
If the Centaur suffers a single hit, especially a critical hit, that would take it to -50 hit points, the ship explodes, dealing 1d6x10 damage to the square (500 ft area) it is in. For every 20% of its cargo, increase damage by 1d6 and increase blast radius by 500 ft if it has 40% or more of its cargo on board when it explodes.

Civilian models of the Centaur can quickly move medical and other supplies, carrying up to 25 tons of cargo, PDC 48 Lic (+1)
 

kronos182

Adventurer
Update to the Vulture droid starfighter plus a couple of NPC droids

Vulture Droid Starfighter
The Variable Geometry Self-Propelled Battle Droid mk1, also known as Vulture droids, are a droid starfighter, capable of going from starfighter flight configuration to a walking configuration. Originally used by the Trade Federation and later by the Confederacy of Independent Systems. It had a slight insectoid appearance, thanks to Xi Charrian design aesthetics, with a compact body, highly maneuverable and fast as it didn't have to worry about a living pilot passing out. Armed with several blasters and energy torpedoes. Early models had four blasters, with two on each wing, which would be concealed in normal flight, but revealed with the wings split for combat mode. However when in walker mode, the blasters would be unavailable. Later models were modified with an additional two blasters on the body so the droid could still use blasters while in walker configuration, and the energy torpedoes are changed for other missile types, but with limited ammunition.
When not in flight, the ship could transform into a walking weapons platform, with the wings splitting and rotating to form four legs, which can also latch onto surfaces in zero gravity, allowing them to cling to outer hulls of ships to deploy even faster. Vulture droids, while programmed with a multitude of combat maneuvers, they had average intelligence for droids. Vulture droids used solid fuel which only allowed for 35 minutes of operation

In Coreline the Vulture droid starfighter is used mainly by anyone with the credits, but mainly sold to the Imperial groups, remenents of the Confederacy of Independent Systems, or others that prefer droid soldiers over the living.

Vulture Droid Starfighter Mk1 (PL6-7)
Type: Ultralight
Subtype: Fighter
Size: Huge (-2)
Tactical Speed: 5000 ft space, 1300 atmosphere (130), 75 ft walking
Defense: 13 (10 base -2 size +3 class +2 dodge) +4 vs missiles
Flat-Footed Defense: 11 (10 base - 2 size +3 class)
Autopilot Defense:
Hardness: 15
Hit Dice: 5d20 (100 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier:
Gunner's Attack Bonus: +2
Length: 22.8 ft flight mode, 11.8 ft (22.5 ft tall) walker mode
Weight: 4,700 lbs
Targeting System Bonus: +1
Crew: 1 droid brain (trained +4)
Passenger Capacity: 0
Cargo Capacity: 0 lbs
Grapple Modifier:
Base PDC: 34
Restriction: Mil (+3)

Attack:
4 select fire-linked blasters +1 ranged 8d8 (2 blasters, or 10d8 for 4 blasters), 20, fire, 3000 ft, s/a; or
Energy torpedo +1 ranged 5d10,

Attack of Opportunity:

Bonuses:
Due to the small size and design, the vulture droid starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers.

Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, droid pilot, transform, swarm tactics
Engines: Ion engine
Armour: Polymeric
Defense Systems:
Sensors: Class II, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 4 fire select-linked blaster cannons, 2 energy torpedoes
Grappling Systems:

Agile
As long as the starfighter is moving (not stationary, so had moved the turn before and the current turn), the starfighter gains a +2 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the starfighter, and not just one specific target the pilot designates.

Droid Pilot
The droid starfighter is controlled by a droid brain, allowing it to perform multiple actions at once. The droid brain can make two normal attacks, while making two normal moves, which can include two stunts at the same round.

Transform
The vulture droid can switch from flight mode to walking mode, allowing it to walk in areas where it can not fly, and back again. This transformation can be done as part of its move action once per round, allowing it to take off from walker mode and move about quickly. The mark 1 vulture droids can't use its blaster cannons while in walker mode, while later versions with additional blasters on the body can fire the body mounted weapons while in walker mode.

Swarm Tactics
Droid fighters are able to fly in formations with greater numbers and closer distances than ships piloted by living pilots. Up to 8 Vulture droid fighters can fit in a 500 ft square and make up a wing. Attacks are made as a fire-linked battery (battery rules for the first 4, fire-link the next four fighters in the wing) of the wing commander's attack, and all the additional fighters providing +1 Defense to the wing commander's defense. When attacking another wing of starships, the droid fighter wing gains +2 to attack rolls. When attacking a larger ship (Light or bigger) the droid fighter wing gains +2 die of damage.

Blaster Cannons (PL6)
Lighter energy weapons to the common laser cannons, making them legal for use as defensive weapons on civilian ships.

Weapon Damage: 4d8
Critical: 20
Damage Type: fire
Range Increment: 3000 ft
Rate of Fire: Semi
Minimum Ship Size: Large
Purchase DC: 20
Restriction: Lic (+1)

Energy Torpedo
These torpedoes are a plasma-based weapon and upon impact released a burst of radiation that was designed to interfere with shields, but not very effective against armour or other forms of protection. These weapons are damaging to all types of energy shields, including particle, ray, deflector and others. However plasma based shields reduce their damage by half. Unlike other torpedoes, energy torpedoes draw power from the ship's power planet, giving it an unlimited ammunition supply, but they require a recharge between shots and have no guidance system.

Energy Torpedo (PL6-7)
Damage: 5d20
Critical: 20x4
Damage Type: Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 24
Restriction: Mil (+3)
Notes: On a critical hit, deals 4 times damage to the shields instead of dealing damage to a target's hull hit points. The ship must also make a Fort save DC 15 or the shields shut down until repaired. If the plasma torpedo strikes a target's hull, deals only 3d20 x2 damage. Unlimited ammunition as long as ship has power. -2 to attack rolls against ships moving at 4000 ft or faster.

Variants

Vulture Droid Starfighter mk2
This is an upgrade made to the Vulture droids during the Clone Wars. Two additional blasters were added to the body to allow it to use them while in walker mode.
Make the following changes:
Add 2 fire-linked Blaster (can fire independent of the other 4, or add +1 to attack rolls when linked to the other four while in flight mode);
Replace Energy Torpedoes with Concussion missiles (6 missiles) or other missiles of similar size;
Increase hit dice to 6d20 (120 hp);
PDC: +1

EWACs Vulture Droid starfighter
This version of the Vulture has a large flat dome mounted on top which is filled with jamming and communication systems. These ships are used to disrupt enemy targeting and communications systems, but are lightly armed, with only two blaster cannons and an ion torpedo launcher.
Make following changes to Vulture mk1:
Remove 2 blaster cannons;
Switch energy torpedoes with single ion torpedo launcher (3 torpedoes);
Add advanced sensor jammer (10 mile range);
Add Communication Jammer;
PDC: +2 (Mil +3)


ADVANCED SENSOR JAMMER (PL 7)
This upgraded sensor jammer is identical to the Information Age sensor jammer (see the future SRD) except that it works against Class I through Class IV sensor systems. Sensor checks made against a ship equipped with an advanced sensor jammer by Class I or Class II systems suffer a –8 penalty while checks made by Class III or Class IV
systems suffer a –5 penalty.
Purchase DC: 6 + one-half the base purchase DC of the starship.
Restriction: Military (+3).

Communication Jammer
This device jams communications except for specific frequencies programmed for allied units, within a 50 mile radius. Computer Use check DC 30 requires to make communications possible for enemies but has static. If the enemy has their own EWACs systems, reduce DC by 5.

Ion Torpedo
Ion Torpedoes are similar to ion cannons in that they are used to disable targets. The weapon doesn't deal normal damage, but instead deals ion damage, which is not subtracted from the targets hit points, but instead added to any previous ion damage. When the ion damage equals or exceeds the target's normal hit points, that target completely shuts down, cannot move or act until the ion damage fully dissipates. Ion damage ignores hardness and causes no physical damage; it dissipates at a rate of 5 points per round. Deals no damage to organic creatures. An engineer can help speed up ion dissipation with a Repair check DC 15, removing 1d10+5 per round of work. Counts as electricity for terms of Electricity Resistance.

Ion Torpedo (PL6)
Damage: 12d6
Critical: 20x3
Damage Type: Energy (Electricity)
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 35
Restriction: Military (+3)


M-4000 Tick
The M-4000 Tick is a Stargate built versions of the Vulture Droid starfighters. They are slightly heavier armoured than standard vultures, with the energy torpedo launchers removed, replaced with AIM-120 missiles internal and mountings for additional missiles on the wing struts, and mounts two railguns on the body, with slight bulges on the body around the railguns. Stargate Command uses these as force multipliers when they can't spare the manpower, especially against opponents that have numerical superiority. They also have several safety protocols hardwired in the droid brains and remote shutdown systems to prevent them from being turned against them or going rogue.
Make the following changes to vulture droid starfighter mk2:
Increase hit dice to 7d20 (140 hp);
Reduce speed to 4000 ft space, 1000 (100) atmosphere;
Increase hardness to 20;
Remove energy torpedo launchers;
Add 2 fire-linked railguns to body;
Add AIM-120 internal missile launcher (4 missiles) and mountings for an additional 4 missiles externally;
Add Kill Switch;
PDC: +2 (Mil +3)

Kill Switch
The Tick is equipped with a device that activates when an attempt to hack its droid brain is detected. If someone is trying to access the droid's programming without the proper equipment and systems, the droid can make a Computer Use check DC vs the hacker's DC at +10 to roll, and if it succeeds, the droid shuts down completely and is not able to be activated until proper equipment from Stargate Command to reactivate it. If the droid fails by 5 or less, it can attempt the save again the next round with an additional +2. Another failed check the droid can't attempt again.
Alternatively, any Stargate Command personnel of rank Lieutenant or above, or is assigned to coordinate the droids, can issue a command as long as they have communications with the droid to immediately deactivate, which could cause the droid to crash if in an atmosphere flying.


AIM-120 AMRAAM Missile
These air to air missiles are an alternate to missiles like the Sidewinder with longer range, where instead of using laser designators or heat seeking systems, the missile uses its own targeting system after receiving information from the launching ship. After the missile is fired, it uses its own targeting system to help track the target, making this one of the first fire-and-forget missiles. These missiles also have a passive guidance system that when a target is using a jamming system, the passive system takes over and homes in on the jamming system.
The Stargate Program uses these missiles, and slightly modified versions that allow them to be used in space with little lose in effectiveness.
The missile's guidance system provides a +2 to attack when the pilot makes the initial attack roll, and if the attack misses, the missile can attack again for 5 more rounds at +3 attack roll before it runs out of fuel and self detonates. If the target is using a jamming system, the jamming system is considered ineffective and the missile gains an additional +1 to attack roll as it homes in on the jamming system. Missile will not arm within less than 500 feet, and will only deal 3d6 ballistic damage to targets struck. When the missile hits a target, deals 19d6 points of damage to everything within 15 foot radius, Reflex DC 20 for half except target struck.

AIM-120 AMRAAM Missile (PL5)
Damage: 19d6
Critical: 20x2
Damage Type: Fire/Ballistic
Range Increment: 5 miles (atmosphere)/ 15,000 ft space
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 22
Restriction: Mil (+3)
Notes: +1 to target ships of Corvette types or larger.


DFS-327
A Vulture Droid starfighter mk1 programmed for battleship defense. It won't pursue enemy starfighters once repelled, but can disable vital systems on attacking capital ships.
In combat, DFS-327 keeps close to its assigned capital ship, attacking targets that attack the ship, breaking off if the targets move more than 6000 ft away from the assigned ship. It, and the wing it commands, prioritizes enemy targets within 2000 ft or less of the capital ship, attacking until the target is disabled or moves out beyond 6000 ft. DFS-327 will sacrifice other fighters in its wing to protect its assigned capital ship, sending them to intercept enemy attacks.
Uses stats of Vulture droid starfighter mk1 with the following changes:
Initiative +3 while within 5000 ft of assigned capital ship;
+3 attack rolls against any targets attacking assigned capital ship;
Critical attacks against same target assigned capital ship is attacking score on 19-20, x2;
While commanding a wing of other Vulture Droid starfighters (up to total of 8 fighters) and within 1000 ft of assigned capital ship, as an attack of opportunity, can order one of the wingmen fighters to intercept an attack against the assigned capital ship, granting the ship a +2 Shield bonus to Defense. If this bonus protects the capital ship, the damage is dealt to one of the droid fighters as if it was the target of the attack.
PDC: 35 Unique (+5)


DFS-311
This Vulture Droid starfighter had programming set more for defensive flying, protecting itself and increasing the defenses of other fighters in a wing it commands.
In combat, if there are more than 2 enemy targets, DFS-311 and its wing will fight Defensively while attacking any enemy fighters, then capital ships.
Uses the stats of a Vulture Droid starfigher mk2 with the following changes:
Class bonus to Defense increases to +4;
Defensive Fighting;
Defensive formation;
PDC: 35 Unique (+5)

Defensive Fighting
When DFS-311, and it's wing, Fight Defensively, only suffers a -3 to attack rolls and gains +3 dodge bonus to defense, instead of the normal -4 to attack rolls and +2 dodge bonus to Defense during the round it fights defensively. DFS-311 can fight defensively until it choses not to.

Defensive Formation
While leading a wing of Vulture droid starfighters, DFS-311 gains an additional +1 to Defense for every 3 wingmen in the wing.
 

kronos182

Adventurer
Hyena Class Droid Fighter/Bomber
The Hyena class droid fighter/bomber are droid starfighter built by Baktoid Armour Workshop, based on the Vulture Droid starfighter. Larger than the Vulture, with a wider body, the 'head' is off-centered on the central body with a secondary pod next to it which contains missiles and torpedoes. The Hyena is able to transform similar to the Vulture, although it sits lower to the ground, which allows easier access to its ordnance pods to ground units to reload it faster. In addition to the ordinance pod, and any additional warheads carried under the body, it has four light lasers on the wings, which transform into legs. While in walker mode, the lasers are not usable, but it can still fire any warheads it has.

Hyena Droid Fighter/Bomber (PL6-7)
Type: Ultralight
Subtype: Fighter/bomber
Size: Huge (-2)
Tactical Speed: 4500 ft space, 1100 atmosphere (110), 60 ft walking
Defense: 13 (10 base -2 size +3 class +1 dodge) +4 vs missiles
Flat-Footed Defense: 11 (10 base - 2 size +3 class)
Autopilot Defense:
Hardness: 15
Hit Dice: 7d20 (140 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier:
Gunner's Attack Bonus: +2
Length: 40.9 ft wide, 11.8 ft (22.5 ft tall) walker mode
Weight: 9,600 lbs
Targeting System Bonus: +1
Crew: 1 droid brain (trained +4)
Passenger Capacity: 0
Cargo Capacity: 0 lbs
Grapple Modifier:
Base PDC: 36
Restriction: Mil (+3)

Attack:
4 select fire-linked blasters +1 ranged 8d8 (2 light lasers, or 10d8 for 4 lasers), 20, fire, 3500 ft, s/a; or
Warhead Launcher +1 ranged varies,

Attack of Opportunity:

Bonuses:
Due to the small size and design, the droid starfighter enjoys a +2 bonus to Pilot checks for stunt maneuvers.

Standard PL(6) Design Spec: Twin Engine, Improved Thrust, Agile, droid pilot, transform, swarm tactics, bomber targeting, selective warheads, under wing ordnance, network calculations.
Engines: Ion engine
Armour: Polymeric
Defense Systems:
Sensors: Class II, Targeting System, Missile Lock Alert
Communications: Radio Transceiver
Weapons: 4 fire select-linked light laser cannons, 2 warhead launchers
Grappling Systems: None

Agile
As long as the starfighter is moving (not stationary, so had moved the turn before and the current turn), the starfighter gains a +1 Dodge bonus to defense, which stacks with any other Dodge bonuses the pilot has. This bonus applies to anyone targeting the starfighter, and not just one specific target the pilot designates.

Droid Pilot
The droid starfighter is controlled by a droid brain, allowing it to perform multiple actions at once. The droid brain can make two normal attacks, while making two normal moves, which can include two stunts at the same round.

Transform
The droid can switch from flight mode to walking mode, allowing it to walk in areas where it can not fly, and back again. This transformation can be done as part of its move action once per round, allowing it to take off from walker mode and move about quickly. The droid can't use its laser cannons while in walker mode.

Swarm Tactics
Droid fighters are able to fly in formations with greater numbers and closer distances than ships piloted by living pilots. Up to 8 Vulture droid fighters can fit in a 500 ft square and make up a wing. Attacks are made as a fire-linked battery (battery rules for the first 4, fire-link the next four fighters in the wing) of the wing commander's attack, and all the additional fighters providing +1 Defense to the wing commander's defense. When attacking another wing of starships, the droid fighter wing gains +2 to attack rolls. When attacking a larger ship (Light or bigger) the droid fighter wing gains +2 die of damage.

Bomber Targeting
When the Hyena is targeting a starship of Light or larger type, or colossal sized vehicles or buildings on the ground, it's warhead launchers attacks gain a +2 to attack rolls (total of +3). It gains +2 to Pilot and any other checks required while making a bombing run.

Selective Warheads
The warhead launchers on the Hyena bomber are designed to carry up to two different types of ordnance. Each launcher can carry a total of 3 concussion missiles (6 total), 3 proton torpedoes (6 total), or 8 concussion missiles (16 missiles total), or 7 proton torpedoes (14 each). It can swap proton bombs at the rate of 1 proton torpedo to 1 proton bomb. During combat, it can switch freely between concussion missiles and proton torpedoes freely if it makes more than 1 attack per round with the warhead launchers.

Underwing Ordnance
The Hyena can carry additional concussion missiles, proton torpedoes or proton bombs on racks under the body. It can carry a total of 8 additional warheads or bombs, but suffers -2 to Pilot checks and reduce speed by -500 ft in space, -100 (-10) in atmosphere.

Network Calculations
Hyena droids can work together to make the best of their attacks when attacking larger targets. When multiple individual Hyena droids, or multiple wings of Hyenas (which function as one), attack the same target, each Hyena or wing of Hyenas that attacks the same target of Light type, or colossal sized ground target, each Hyena/wing of Hyenas after the first that successfully deals damage to the target gains a +1 to attack roll and critical roll increases by 1 for that round. If one misses the target, the bonus resets.

Light Laser
A lighter version of the standard laser, has slightly higher range than the standard, but lighter damage.

Light Laser (PL6)
Damage: 4d8
Critical: 20
Damage Type: Fire
Range Increment: 3500 ft
Rate of Fire: S, A
Minimum Ship Size: Huge
Purchase DC: 29
Restriction: Mil (+3)

Variants
M-4500 Dragonfly

The M-4500 Tick is a Stargate Command/US Airforce built versions of the Hyena Droid starfighters. They are slightly heavier armoured than standard versions, with the warhead launchers removed, replaced with AIM-120 and Hellfire 2 missiles internal and external mountings for additional missiles on the wing struts, and mounts one railgun on the body, with slight bulges on the body around the railgun. Stargate Command and the US Airforce uses these as force multipliers when they can't spare the manpower, especially against opponents that have numerical superiority. They also have several safety protocols hardwired in the droid brains and remote shutdown systems to prevent them from being turned against them or going rogue. Unfortunately the Dragonfly is to large to send through a Stargate, thus they are either launched from ground bases, space stations or ships in orbit.
Make the following changes to Hyena droid fighter/bomber:
Increase hit dice to 9d20 (180 hp);
Reduce speed to 4000 ft space, 900 (90) atmosphere;
Increase hardness to 20;
Remove warhead launchers (2);
Add 1 railgun to body;
Add AIM-120 internal missile launcher (8 missiles);
Add Hellfire 2 internal missile launcher (8 missiles);
Add external missile mountings (6 AIM-120 or 4 Hellfire 2 missiles)
Add Kill Switch;
PDC: +2 (Mil +3)

Kill Switch
The Dragonfly is equipped with a device that activates when an attempt to hack its droid brain is detected. If someone is trying to access the droid's programming without the proper equipment and systems, the droid can make a Computer Use check DC vs the hacker's DC at +10 to roll, and if it succeeds, the droid shuts down completely and is not able to be activated until proper equipment from Stargate Command to reactivate it. If the droid fails by 5 or less, it can attempt the save again the next round with an additional +2. Another failed check the droid can't attempt again.
Alternatively, any Stargate Command personnel of rank Lieutenant or above, or is assigned to coordinate the droids, can issue a command as long as they have communications with the droid to immediately deactivate, which could cause the droid to crash if in an atmosphere flying.

AIM-120 AMRAAM Missile
These air to air missiles are an alternate to missiles like the Sidewinder with longer range, where instead of using laser designators or heat seeking systems, the missile uses its own targeting system after receiving information from the launching ship. After the missile is fired, it uses its own targeting system to help track the target, making this one of the first fire-and-forget missiles. These missiles also have a passive guidance system that when a target is using a jamming system, the passive system takes over and homes in on the jamming system.
The Stargate Program uses these missiles, and slightly modified versions that allow them to be used in space with little lose in effectiveness.
The missile's guidance system provides a +2 to attack when the pilot makes the initial attack roll, and if the attack misses, the missile can attack again for 5 more rounds at +3 attack roll before it runs out of fuel and self detonates. If the target is using a jamming system, the jamming system is considered ineffective and the missile gains an additional +1 to attack roll as it homes in on the jamming system. Missile will not arm within less than 500 feet, and will only deal 3d6 ballistic damage to targets struck. When the missile hits a target, deals 19d6 points of damage to everything within 15 foot radius, Reflex DC 20 for half except target struck.

AIM-120 AMRAAM Missile (PL5)
Damage: 19d6
Critical: 20x2
Damage Type: Fire/Ballistic
Range Increment: 5 miles (atmosphere)/ 15,000 ft space
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 22
Restriction: Mil (+3)
Notes: +1 to target ships of Corvette types or larger.

Hellfire 2 (Air-to-Surface Missile)
The hellfire 2 is an air-to-surface, laser-guided missile used primarily to destroy tanks. It can also act as an air-to-air weapon against helicopters and other types of aircraft.
When the hellfire missile hits its target, it explodes like a grenade or other explosive, dealing 18d6 points of damage to all creatures within a 15-foot radius (Reflex save DC 21 half). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the hellfire ignores up to 20 points of hardness if it strikes a vehicle, building, or object. However, this applies only to the target struck, not to other objects within the burst radius.
Hellfire 2 missiles have a minimum range of 100 feet. If fired against a target closer than 100 feet, it does not arm and does not explode (but it still deals 3d6 points of ballistic damage, and hardness is not reduced). Hellfire missiles can be fired only from a missile platform mounted on a vehicle. (This cost is already factored into military vehicles that regularly carry these missiles.) This platform provides a +2 equipment bonus on attack rolls made against targets that have been acquired by the aircraft's laser designator.
To fire the missile, one must first acquire the target with the aircraft's laser designator, which requires a full-round action. Someone else can acquire the target by using a portable laser designator (see below), which allows the helicopter to remain behind cover until it fires. After this target acquisition, firing the missile is an attack action. Once fired, a hellfire missile travels one range increment per round until it reaches the target, at which point, an attack roll must be made. A hellfire missile has enough fuel for 5 rounds of movement before crashing to the ground and exploding.
PDC: 23 Mil (+3)


Techno Union Bomber
These Hyena droid fighter/bombers are built by the Techno Union, a member of the Confederacy for Independent Systems, which boasts improved droid brains, sensors and other systems.
Make the following changes to Hyena droid fighter/bomber:
Increase Pilot bonus to Defense to +4;
Increase Pilot skill bonus to +5;
Increase Gunner attack to +3;
Change sensor system to Class III;
Reduce hardness to 13;
PDC: +1


DBS-404
This Hyena droid bomber was programmed for ground attack, making it quite effective against any ground vehicle or structure, has yellow paint job and slight modifications for improved atmospheric performance.
Uses the stats of the Hyena droid fighter/bomber with the following changes:
Additional +1 to Pilot checks while in atmosphere;
Gains +2 to attack rolls against any ground target;
Gains additional +1 Dodge bonus to Defense against attacks from ground vehicles or structures;
Against ground structures critical damage increased by 1 (x2 becomes x3).
PDC: 37 Unique (+5)
 

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